For help setting up and using OpenToonz, chat with animators & developers and enter animation challenges, join my OpenToonz Discord: discord.gg/FYy4Mg7
Thanks so much for sharing this! Extremely helpful to be able to watch you animate an entire scene, and ultimately, even an entire episode, with everything it involves --- and all this as a one man animation team. (And that's not even counting the time and effort that goes into recording and editing your videos to be able to share them here.) Watching how you manage this, hearing you explain everything, in your clear and calm way, gives me hope that one day I may be able to master the sheer complexity of this process, too, at least to some approximation :)
Thank you so much for this Pervelle. I know that OpenToonz can look complex at first glance and the thought of producing a show can seem intimidating at first, so I hope this helps. One step at a time is all it takes. If it's something you want to do, then it's something you can do. I'm fortunate that at the minute I've got a little more spare time to put into this project. As you rightly say, preparing and editing these videos takes up quite a bit of my time. Possibly more than this project does, some weeks! But it's worth it. Thank you for your support. It means a lot. And that's a DarrenT 😉
Hi Darren, can you do more indepth on skeleton and mesh for multiple drawing in a level And also, can we make a character like in Cartoon Animator that can be rotated and animated multiple angles?
I do want to make more tutorials about the plastic tool. I've not really made a simple, beginners, tutorial for it. So that's definitely on the cards. Unfortunately no. You can't rotate a rig in OpenToonz. It's there purely for 2D adjustments, but you can take a few things with it.
Hi Darren I'm new to opentoonz and have been trying and learning a great deal from you.. I have just ran into a problem with my opentoonz 1.4 version... I was helping my daughter with the bouncing ball animation after she had completed the balls final position on screen. We wanted to see how it looked to our surprise it ran backwards.. Ball started to roll from end position to the first position.. Have you any idea what has happened and a way to put this right...thank you
Hi Phil. Thanks for joining me. There's 2 reasons that I can think of why your animation could run backwards: 1. The drawings are backwards. I imagine you wouldn't have added them that way, but you can reverse the drawing order and maybe you did that accidentally (select all of the frames, right click and choose the Reverse option from the Edit Cell Numbers flyout menu) 2. You've set the FPS (Frames Per Second) to a negative value. That's the slider at the bottom of the viewer. This is the most likely reason. I hope one of these helps. Good luck
Sir how we can use or import data or files from another project. Like character animation we done in previous ones, and now wana reuse that data again. Please help . If you can please make short video on this topic. 🙏
Hi. It's funny you should ask about that. I was thinking of making a series of videos covering importing files, but I'm trying to focus on my Futurama project and related tutorials. However, importing an animation from another program is fairly easy. You just export your animation from your other program as images. Then you name the files in a certain way: name.framenumber.png. The best way to see this format is to export an images from penguins and that'll have the same format. Then you can right click on a cell in the xsheet and choose Load Level and point to one of your images, then the whole image sequence will be loaded.
First of all, I appreciate the fact that the character moves his shoulder and head when speaking, instead of just throwing his arms around which is the most stereotypical method. I haven't watched Futurama, I don't know how the professor communicates, but even in real life, not all people tend to be expressive with their hands. But then the process with the plastic tool with the extra work on the stage schematic, the extra keyframes, and all seemed very difficult to understand for a newbie like me. Did you do all of that extra work just because you had already done the lip sync and the animatic earlier, and it would have been difficult to redo the whole thing again? I mean if it wasn't for those two, would it have been easier to animate manually the shoulder and head beforehand? Or maybe thats the correct way of the standard procedure? Because on the other hand, the mesh seems to keep the mouth movements in place throughout the whole lip sync. I don't know how it would have been if first mesh, then lip sync
Yes, using the plastic tool, especially asking with animation, can be tricky to get into, but if you start slowly and build up, it quickly becomes second nature. I believe I did the lip sync and plastic tool at the same time. As with many things in OpenToonz, there are many ways to do things, so I might do similar scenes in different ways depending on how much movement I needed. I often tell people that you don't want to make a single plastic tool rig for a character. Make a new one for each scene. Each scene will have different requirements and they're really quick to set up.
*Thanks for watching.* More details are in the description
*All my OpenToonz tutorials:* ua-cam.com/video/saDNGVj46Xc/v-deo.html
For help setting up and using OpenToonz, chat with animators & developers and enter animation challenges, join my OpenToonz Discord: discord.gg/FYy4Mg7
Great job Darren, this is coming along nicely!!!!
Thanks buddy
Thanks so much for sharing this! Extremely helpful to be able to watch you animate an entire scene, and ultimately, even an entire episode, with everything it involves --- and all this as a one man animation team. (And that's not even counting the time and effort that goes into recording and editing your videos to be able to share them here.) Watching how you manage this, hearing you explain everything, in your clear and calm way, gives me hope that one day I may be able to master the sheer complexity of this process, too, at least to some approximation :)
Thank you so much for this Pervelle. I know that OpenToonz can look complex at first glance and the thought of producing a show can seem intimidating at first, so I hope this helps. One step at a time is all it takes. If it's something you want to do, then it's something you can do.
I'm fortunate that at the minute I've got a little more spare time to put into this project. As you rightly say, preparing and editing these videos takes up quite a bit of my time. Possibly more than this project does, some weeks! But it's worth it.
Thank you for your support. It means a lot. And that's a DarrenT 😉
impressive, thanks for the videos
Thank you Emanuele
Very nice!
Thank you
Thanks for helping me out. You are awesome.
No problem. And thank you 👍
Merci / Amazing tutorial !
Merci
Hi Darren, can you do more indepth on skeleton and mesh for multiple drawing in a level
And also, can we make a character like in Cartoon Animator that can be rotated and animated multiple angles?
I do want to make more tutorials about the plastic tool. I've not really made a simple, beginners, tutorial for it. So that's definitely on the cards.
Unfortunately no. You can't rotate a rig in OpenToonz. It's there purely for 2D adjustments, but you can take a few things with it.
Hi Darren I'm new to opentoonz and have been trying and learning a great deal from you.. I have just ran into a problem with my opentoonz 1.4 version... I was helping my daughter with the bouncing ball animation after she had completed the balls final position on screen. We wanted to see how it looked to our surprise it ran backwards.. Ball started to roll from end position to the first position.. Have you any idea what has happened and a way to put this right...thank you
Hi Phil. Thanks for joining me.
There's 2 reasons that I can think of why your animation could run backwards:
1. The drawings are backwards. I imagine you wouldn't have added them that way, but you can reverse the drawing order and maybe you did that accidentally (select all of the frames, right click and choose the Reverse option from the Edit Cell Numbers flyout menu)
2. You've set the FPS (Frames Per Second) to a negative value. That's the slider at the bottom of the viewer. This is the most likely reason.
I hope one of these helps. Good luck
@@DarrenTAnims thank you so much for your help. You solved our problem. Thank u again. Your tutorials are so informative and fun.
Sir how we can use or import data or files from another project.
Like character animation we done in previous ones, and now wana reuse that data again.
Please help . If you can please make short video on this topic. 🙏
Hi. It's funny you should ask about that. I was thinking of making a series of videos covering importing files, but I'm trying to focus on my Futurama project and related tutorials.
However, importing an animation from another program is fairly easy. You just export your animation from your other program as images. Then you name the files in a certain way: name.framenumber.png. The best way to see this format is to export an images from penguins and that'll have the same format. Then you can right click on a cell in the xsheet and choose Load Level and point to one of your images, then the whole image sequence will be loaded.
First of all, I appreciate the fact that the character moves his shoulder and head when speaking, instead of just throwing his arms around which is the most stereotypical method. I haven't watched Futurama, I don't know how the professor communicates, but even in real life, not all people tend to be expressive with their hands. But then the process with the plastic tool with the extra work on the stage schematic, the extra keyframes, and all seemed very difficult to understand for a newbie like me. Did you do all of that extra work just because you had already done the lip sync and the animatic earlier, and it would have been difficult to redo the whole thing again? I mean if it wasn't for those two, would it have been easier to animate manually the shoulder and head beforehand? Or maybe thats the correct way of the standard procedure? Because on the other hand, the mesh seems to keep the mouth movements in place throughout the whole lip sync. I don't know how it would have been if first mesh, then lip sync
Yes, using the plastic tool, especially asking with animation, can be tricky to get into, but if you start slowly and build up, it quickly becomes second nature.
I believe I did the lip sync and plastic tool at the same time. As with many things in OpenToonz, there are many ways to do things, so I might do similar scenes in different ways depending on how much movement I needed.
I often tell people that you don't want to make a single plastic tool rig for a character. Make a new one for each scene. Each scene will have different requirements and they're really quick to set up.